 |
|  |
 |
|
Sir Ralph
|
 |
Long live teh Schwampel!
Dec 2001 time: 06:29
|
|
Here's my plan:
We build in Camelot Warrior, Warrior, Settler, Granary. First warrior can be ready 3600BC (goes exploring), second warrior 3450BC (guards city), our first settler will be ready 3150BC. Note, that according to my plan, Camelot is at this point at size 2 and quite productive. After this Camelot starts a granary to save the wheat our peasants harvest. Pottery can be ready in time if we research at 100%.
I know, that the warriors get ready a bit late (I'm favoring growth over production), but I don't expect barbarians in the 3000's BC and other teams can't attack us yet, because they don't have warriors either, and those who have scouts, well... scouts can't attack, so .
The second city will focus on Warriors to explore and to protect the cities. It may get a barracks after a while. Each city should have 2 Warriors as guards. That is better than 1 Spearman. It provides about the same defense, protects against a lucky shot (a warrior could beat a spear in 1 turn, but not 2 warriors!) and fully uses the MP allowance for Despotism, raising the # of content citizens to 4.
If our proud Knighthood ratifies this plan, I will post a detailed layout.
|
|
|  |
 |
|
Sir Ralph
|
 |
Long live teh Schwampel!
Dec 2001 time: 06:29
|
|
Here's the plan, in detail.
For convenience I use the numbers of the numeric keypad to describe directions. This makes 8 for north, 3 for southeast, 4 for west and so on. 148 would be a complex move along a road, SW-W-N. You get it.
4000BC:
- Settler moves 3
- Worker starts irrigating
3950BC:
- Settler founds Camelot
- Laborer in Camelot works on the wheat (not the bonus grassland as by default!)
- Research set to Pottery
- Science slider to 100%
3900BC:
- Worker starts road
3850BC:
- Nothing to do
3800BC:
- Worker moves 6 (on the bonus grassland across the river)
3750BC:
- Worker starts mining
3700BC:
- Camelot grows to size 2
- Laborers on the wheat and the river bonus grassland (as by default)
3650BC:
- Nothing to do
3600BC:
- Camelot builds Warrior and starts another one. We need a name for this Warrior.
- Warrior goes exploring. Here begins your part, Darekill. I'd point at the hills. What we need to explore first is our 2nd city site!
- Worker starts road
3550BC:
- Nothing to do (except exploring)
3500BC:
- Worker moves 1 (in the city)
- Pottery next turn. Adjust science slider to max out money. Should be 70%.
3450BC:
- We discover Pottery. What to research next? I'd say Bronze Working
- Camelot grows to size 3, builds Warrior (name?) and starts Settler
- Laborers in Camelot on the wheat, the mined grassland and one unmined grassland (Camelot-1). Thanks Dave for the correction.
- Warrior fortifies in Camelot.
- Set science slider back to 100%
- Worker moves 1
3400BC:
- Worker starts mining
3350BC:
- Nothing to do (except exploring)
3300BC:
- Nothing to do (except exploring)
3250BC:
- Worker starts road
3200BC:
- Camelot grows to size 4
- Rearrange laborers in Camelot to the wheat, the two mined bonus grasslands and one unmined bonus grassland
- Set the luxury slider to 10% (Unless the game remains at Chieftain)
3150BC:
- Camelot builds Settler and shrinks to size 2. Starts Granary
- Laborers at the wheat and the mined grassland by the river
- Set the luxury slider back to 0%
- Worker moves 7
- Settler moves ? (where ever we decide to build the 2nd city)
Last edited by Sir Ralph on 22-06-2003 at 12:24
|
|
|  |
 |
|
LzPrst
|
 |
Mars Colony
Apr 2001 time: 05:29
|
|
I want soldiers! I will cut the beating hearts from the chests of our enemies! whats that you say? I dont have legs or arms? How dare you doubt my bravery! bend down here and I'll chew your ears to pieces! running away, eh!? come back here and I'll bite your legs off!!!
COWARD!!!....
Last edited by LzPrst on 23-07-2003 at 05:57
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
Octavian X
|
 |
Probably buried under piles of Literature, Biology, or Government homework
Jan 2002 time: 23:29
|
|
Let's see...
You can only save a PBEM game once, as far as I know, and that's when you're about to send it off to the next player. Sorry. 
I just got a message from Arrian informing me that CoD is ready to march back to war. We'll join them when they leave, 280 A.D. That message, by the way, will soon be recorded in the FA thread.
Castle Anthrax is still doing workers since I saw no reasonable new place for settlers. It's not a bad idea to switch, though. Now that I think about it, we do have an army of lumberjack/workers to plant some new tundra forests.
Camelot, for many years, was the Monty Python Settler Factory. It was never improved because it was never over size 3 due to constant settler-building. When settlers were deemed useless, it built barracks and went right into military production with the rest of the cities. With the invasion about to begin again anyway, a new temple won't hurt.
Witch village is building a temple for culture. That was the former program for all the second ring cities: since they weren't up to scratch for decent unit building, they built improvements instead - this is why Tim's Peak, Cheateau de Loimbard, and others have temples, though the inner cities don't. It's still not useful for building units, so culture takes a bit of presedence.
Monkey Prison Camp wasn't building a harbor for a second reason: it's useless for ship production and, at the moment, trade (we don't have astronomy, so trade can't be established with the other continent). Perhaps another temple for cultre is better...
Thanks for the suggestions, and please, keep posting about this stuff! 
And, in the Save Game Comments thread in the main fourm, go ahead and ask Team Sunshine to send you a copy of the save whenever the rest of us get it.
|
|
|  |
 |
|
Modo44
|
 |
in western Poland
Jul 2004 time: 06:29
|
|
quote: Originally posted by Octavian X
Castle Anthrax is still doing workers since I saw no reasonable new place for settlers. It's not a bad idea to switch, though. Now that I think about it, we do have an army of lumberjack/workers to plant some new tundra forests. |
Recipe for a tax/science factory: Put a city on the shore. Build a Harbor and a Temple (only if you have to move borders). Let it grow and watch the cash growing with it. With mines and/or forests these cheap improvements should be easy to build. Even with corruption issues (Corthouses are too expensive to get them in quickly), such cities should start making cash soon. We have room for 3 of such cities in our northern lands - one west and two east. Make sure they cover as many coastal and sea squares as possible.
quote: Originally posted by Octavian X
Monkey Prison Camp wasn't building a harbor for a second reason: it's useless for ship production and, at the moment, trade (we don't have astronomy, so trade can't be established with the other continent). Perhaps another temple for cultre is better... |
Harbor is for growth. We have many core cities not up to full possible population. Our coastal cities work land tiles instead of making cash out of the water - because they can't grow. Baaad practise.
quote: Originally posted by Octavian X
Camelot, for many years, was the Monty Python Settler Factory. It was never improved because it was never over size 3 due to constant settler-building. When settlers were deemed useless, it built barracks and went right into military production with the rest of the cities. With the invasion about to begin again anyway, a new temple won't hurt. |
I see. But now it should really start some buildings. That's a lot of cash we're loosing (By not making it, because not making something you could make is loosing it. Sort of.) each turn.
That was the builder in me speaking. And I made him shut up, before he even got started, believe me. 
Last edited by Modo44 on 01-11-2004 at 04:34
|
|
|  |
 |
|  |
 |
|
Modo44
|
 |
in western Poland
Jul 2004 time: 06:29
|
|
Alright, a couple turns passed, and the Workers in our northern territory are getting bored with Mountain Roading. Those Mountains might hole some resources, so we should be Roading all of them, but they will not show up for a veeeery long time. So, we should think about what to do with spare Workers.
We can Chop Forests at home, and then Mine, or Irrigate the tiles. This will allow cities to grow faster, and/or to work more Mountains. Also, we would get one-time boosts to building structures, which we need badly. 
We can add Workers to cities, to grow them instantly. Not very useful at the moment, IMO, but possible.
We can move some south, to start preparing land for our new cities. We do plan to settle there, after eradicating the Monkeys, right? 
We can Irrigate some tiles, to allow more growth for the cities, so they can work more Hills and Mountains. 
Doh, all the sanity here is crushing. Good to know, we can use a Worker for the Holy Grail prank soon. 
Last edited by Modo44 on 20-12-2004 at 20:42
|
|
|  |
All times are GMT. The time now is 05:29. Apolyton Time is 00:29. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|